attribute vec4 vPos;			//Vertex Position
attribute vec2 vUV;				//Vertex UV Coordinates

uniform mat4 modelView;			//ModelView Matrix
uniform mat4 perspective;		//Perspective Matrix

varying vec2 vUVOut;

void main(void)
{    
	vec4 rawPos = modelView * vPos;			//vertex eyespace position	
	gl_Position = perspective * rawPos;		//perform perspective divide
	vUVOut = vUV;
	
}

